Now that I've looked over the changes 1.1.9.0 brought through and made sure at least this character was up to date to ensure a minimum of confusion
https://www.grimtools.com/calc/eVLwjeP2
This is a Warder, focused primarily on Bleed with Physical/trauma as supplemental. The Physical damage is necessary due to its dependence on life steal - life steal will not function with anything but Physical damage (meaning, if you do not do an appreciable amount of Physical damage don't bother with anything that gives life steal aka Attack Damage Converted to Health - ADCtH for short).
Some notes, a number of which are broadly applicable to a number of builds:
The Lightning to Physical conversion on the Avenger's Crusher is somewhat important as it lets me funnel a lot of the Lightning damage coming from various things on the Shaman side into Physical damage that will bypass enemy Armor Rating, and makes my life steal that much better.
The OA sits at just over 3k with merely "Permanent" buffs on (the type you can set-and-forget, these typically reserve a chunk of your energy but that is absolutely not an issue with this build). The "Temporary" buffs that pump OA to just shy of 3250 usually come into play after Savagery's good and charged up, barring the buffs from Wendigo Totem w/ Blood Pact which do not affect OA anyway. To make use of Wendigo Totem's goodies you will need to stay within its radius. Proc buffs will start piling in at appropriate triggers (for which there are many) and at that point the character hits his full stride, reaching around 3.4k OA and making him crit like crazy on most things.
There are numerous sources of DA shred present - Seal of Annihilation, Howl of Mogdrogen and Markovian's Advantage altogether provide over 300 points of DA shred, raising my effective OA over 3700. More crits, more fun, minimizing diminishing returns on just pumping OA to the sky.
Crits are important here because DoTs make a crit check on every tick, and if they crit once they will crit every tick thereafter IIRC.
Life steal with all buffs/procs active exceeds 100 percent. This is NOT a waste. What happens is if my life steal is at, say, 120 percent, the game looks at my Physical damage done and multiplies that by 1.2 to determine how much life I steal. If I do 10000 points of Physical damage in a strike after all resistance and Armor Rating have been factored in, I steal 12000 health. This also means I actually do 12000 points of damage IIRC, with a caveat - any life steal checks against an enemy's Life Leech resist (most Bosses are highly resistant to Life Leech as well as crowd control stuff like Freezing, Stun, etc.).
The augment on the weapon is pretty much only there for the little bit of Chaos resist (which I could make up fairly easily elsewhere anyway) and for that resist reduction proc - this setup gives me access to all three forms of resistance reduction which will calculate in the order specified in that sheet I posted earlier. The transmuter for War Cry is STRICTLY better than Break Morale for this build because Break Morale only reduces Physical resistance by a flat number, whereas Terrify reduces ALL RESISTANCES (including Life Leech and CC resists IIRC) by a flat number. It's also vastly more economical for point investment in this case. The "cause fear" effect is an afterthought but can get swarms of mook mobs to break up a bit and thus increases your mobility, which is important for Melee builds in particular as you REALLY want to be able to move out of the way of a telegraphed big hit from a mob or get out of an AoE set by a back-row caster.
Total potential resist reduction is 18 flat from Terrify, 15% reduced from the weapon augment, -35% Bleeding resist from DevSwarm + -32% Bleeding resist from the Rend proc coming from the Huntress constellation for easily ~100 percent reduction of Bleed resist against pretty much anything I hit (this is ENORMOUSLY handy when dealing with Undead, who are under normal circumstances utterly immune to Bleeding) plus reducing resistance to things like the Vitality damage my Wendigo totem adds/inflicts, the Physical damage my life steal keys off of and the Internal Trauma physical DoT (which does not give life steal but hey, more damage). Making that Wendigo Totem hit a little harder is fairly minor as it kicks you the health regardless, but it's something.
Note that Falcon Swoop keys off weapon damage and does physical damage. Guess what that means? Yes, it can life steal too. Falcon Swoop is particularly bonkers because it fires multiple projectiles, and this can result in an effect called "shotgunning" where ALL PROJECTILES hit the same target and each one calculates damage, crit chance etc. separately. IIRC they nerfed Falcon Swoop and it's still fantastic. Any time you see that "main hand damage" or "weapon damage" field, it's gonna help you a lot to have a decent weapon and good OA.
Circuit breakers are fantastic things to have - they're skills/procs that kick in to save your ass from big damage spikes and such. Ghoulish Hunger kicks in when your health reaches 45 percent or lower, Menhir's Will kicks in at 33 percent or lower. More is generally better. Ghoul's Ghoulish Hunger proc is great for melee types with physical damage in the mix because it adds a big chunk of life steal and a good dose of Physical resistance.
Overcapping resistances by Ultimate is advised as enemies can and will use resist reduction, and you should probably overcap your main damage type heavily if YOU have RR targeted at that damage type's resistance because RR can be bounced back at you if the RR was attached to a damaging skill (like DevSwarm). In general, know when you're likely to run into a mob that will reflect and watch for that reflection shield - when it goes up, pick someone else to beat on for a bit. The resistances that are less important to overcap tend to be things like Stun and other forms of CC resistance as most enemies don't have RR that targets them, but this may not always be the case (especially if you run into a mob wielding an item that can proc an RR that goes after all resistances). It is still a good idea, if you value mobility at all (you should) to have some CC resistance on the board because getting trapped/frozen/stunned/slowed at the wrong time can get you killed very fast, and if it happens you want it to go away ASAP. Even if you have "broad spectrum" RR, though, don't count on crowd control ever being useful against bosses as they tend to have CC resists in the range of 500 percent.
DA sits in a comfortable range of over 2800 at pretty much all times here, with a little OA shred to increase its efficacy. This should keep you from getting gibbed by most big nasties, though some bosses will still be able to crit regardless (the DA threshold to reduce a number of bosses' crit chance to near nil is absurdly high anyway). Any DA level under 2500 by endgame is asking to get hurt really bad. Do not neglect it, but remember that you can't really be completely invincible either.
Normally on this build I would one-point Blitz as a "mobility" skill but with the new medal augments from Forgotten Gods you now have a lot of great options to replace (or supplement) things like Blitz. In this case you could probably borrow a point from something like Heart of the Wild or MAYBE ignore Military Conditioning altogether to give yourself another mobility maneuver. Up to you, and different strokes for different folks.
EDIT: One last thing - it pays to stack up a number of different skill sources of inflicting Bleed. The flat bleeding damage all over the place feeds into all the ones that check Weapon Damage, and as long as the bleeding comes from different skills they will all pile on separately leading to a number of different bleed ticks going all at once. This is one of the reasons I gave Grasping Vines/Entangling Vines each a single point - the bleed damage certainly isn't astronomical due to not calc'ing off WD but it's still yet another source and the slow/immobilize stuff can help with mook mobs.